3 ms·
This is a somewhat simplified version of what you will see in a AAA graphics engine (pretty much all of them have abstractions around draw passes/stages and pip
by banachtarski 10y ago
This is a somewhat simplified version of what you will see in a AAA graphics engine (pretty much all of them have abstractions around draw passes/stages and pipelines). The weakness in the approach here I think is that it won't handle temporally aliased things particularly well and also, I've found that actually render pipelines are more of a pipe"tree" with dependent objects becoming inputs for more than one pass for various things. Then you throw in multithreading into the mix and start to understand why a simplistic API like this gets complicated really fast in real world settings.